BF4 class system and perks - good article

In this second post in “The Road to Battlefield 4” blog series, we dive deeper into the Field Upgrade system and how we are tweaking the core gameplay to allow for more diversity in combat roles.

Last week, we discussed how nearly all elements In Battlefield 4’s multiplayer work to bring out the best team player in you. This week, we’ll take an in-depth look at the Field Upgrades and discuss how we’re tweaking Battlefield 4 based on the massive amounts of feedback and data that 1 billion hours of Battlefield 3 play time has given us. Here to take you through the nitty-gritty of these mechanics is Core Gameplay Designer Alan Kertz.

Meet the crew

Allow us to proudly present the first group shot of Battlefield 4’s multiplayer kits, showing the Assault, Recon, Engineer, and Support kits from the Russian, U.S. and Chinese armies. Based on the multiplayer map in question, you’ll be able to choose from two of these three factions (and if you run your own server, we’ll let you pick and choose the opposing teams at your leisure.)

Going into Battlefield 4, we knew we wanted to take the four playable classes from Battlefield 3 as a starting point. We’ve tweaked them to be more versatile and more highly specialised within their fields. Now more than ever, you can explore a wide range of combat roles and sub-roles when picking your load out and kit.

For example, this time around the Engineer has a lot more variation in anti-vehicle weapons. We’ve also revamped the way we do vehicle disables and guided weapon systems to give the Engineer a broader set of tactics at his disposal. This includes everything from high damage weapons that may be more challenging to use (like RPG-7V2) to fire-and-forget smart weapons with low damage (like the MBT LAW), and the fan favourite Wire Guided Engineer Missile (the FGM-172 SRAW) that you might recognise from Battlefield 2.

The Support kit has a few more offensive options, and thanks to community feedback will retain his C4 and Claymores from Battlefield 3. The XM25 gives him some nice indirect suppressive fire, a redesigned remote mortar allows him to use indirect fire from a distance, and the ability to equip carbines and DMRs gives him an added versatility in combat roles.

Recon has gotten a much needed boost to mobility, as well as the return of the Spec Ops play style from Battlefield 2. Pack a carbine, C4 (or Claymores), and Motion Sensors and you’re good to go behind enemy lines. Fans of more traditional sniping roles will enjoy our revamped sniping mechanics with rebalanced Sniper Rifles, the ability to zero your sights (set an aiming distance), and additional optics and accessories. Finally, the Recon players can still utilise the MAV, T-UGS, and Radio Beacon to help out their team.

Assault is still the frontline run-and-gun kit that also serves the role of combat medic. This was one of the major changes in Battlefield 3 compared to Battlefield 2, and one that players have really appreciated. Assault is still the go-to kit with med kits and defibrillators but has picked up some additional mobility with the First Aid Pack, which heals a single soldier over time, or the 40mm Flash Bang rounds to help clear rooms.

The Quest for Mobility
One of the main quests for the team when developing Battlefield 4 was to create a more mobile Battlefield. Squad players became very mobile in Battlefield 3 and we saw a gap where some of the more team play focused gadgets required players to sit still. We adjusted this by tailoring the kits, the gadgets, and the available specialisations.

As far as gadgets go, we’re allowing for stronger team play on the move by introducing all-new gadgets like the Portable Laser Designator, and adding new portable First Aid and Ammo Packs. These packs now allow Assault and Support players to top off a single teammate’s health or ammo on the move, while the traditional Ammo Box and Med Kit keep their stationary area heal and resupply roles. In the case of the Portable Laser Designator, it’s designed as a SOFLAM for the Recon on the run – allowing you to quickly laser designate targets without the longer setup time of a SOFLAM (with the tradeoff of not being able to deploy it and have it auto-designate targets for you.)

Suppressing Fire!
No one single gameplay mechanic has been as frequently discussed as the suppression system in Battlefield 3. Suppression will return in Battlefield 4, but we’re redesigning it based on your extensive feedback while keeping the intense feeling of being under fire that a system like Suppression provides.

We’re increasing the suppression effect of Light Machine Guns, exclusive to the Support kit, while other weapons are less suppressive. Additionally, we’ve decreased suppression at close range to ensure that close quarters battles always focus sharply on player skill. Besides changing the visual effects of suppression, we’re also replacing the accuracy penalty in Battlefield 3 with a scope sway effect – similar to what snipers get in Battlefield 3 while suppressed. A skilled, focused player can keep his aim on target and get hits, even while under the effects of Suppression.

Overall, we believe we have a great-performing suppression system in Battlefield 4 that doesn’t interfere in close quarters combat, while at the same time allowing for skilled players of the Support kit to really make a difference. Laying down covering fire as Support means your frontline runners can gain a crucial momentum in medium-range combat and still allows you to combat the improved long-range options we’ve given players who prefer to stay back at long range.

Choose your path – Field Upgrades and you

Last week on the blog, you could read about how Field Upgrades are the new specialisations in Battlefield 4. You pick a set path of four upgrades which unlock in order as you perform squad actions like resupplies, repairs, healing, and following orders. You can track your progress in the Field Upgrade Progress Bar – or the “Bro Bar” as it has become known internally at DICE.

The focus on specifically squad-related actions means that the biggest rewards come from sticking with your squad and being a great team player. However, if your entire squad is wiped out, you will lose some of your progress in the upgrade path. Finally, Lone Wolves can still benefit from the base specialisation since it’s always unlocked and available.

Each of the playable kits: Engineer, Recon, Assault, and Support, have four upgrade careers to choose between. Two of these are global and usable for any kit – one of them focusing on Offense and one on Defense. Offense starts with SPRINT and goes through AMMO, MORE GRENADES, and REDUCED FALL. These give you quicker sprint speed, more available ammo magazines, one extra hand grenade, and allows you to fall from greater heights without taking any damage, respectively. This universal upgrade path is great for players who enjoy being at the front lines and leading the charge.

Meanwhile, the Defense path will net you ARMOUR, COVER, FLAK, and QUICK REGEN. These grant you increased protection from shots to the chest, a decreased rate of being suppressed, decreased damage from explosions, and a shorter time span before the out-of-combat health regeneration kicks in. If you are more defensive-minded, perhaps playing as Support from the sidelines, this can be an excellent choice.

Besides the two universal Offense and Defense Field Upgrade careers, you will also be able to choose between two upgrade paths that are unique to your class and allow an increased specialisation in specific combat roles. So while the Assault kit has the unique Combat Medic and Grenadier upgrade paths, Engineer can choose between specialising in the roles of either a Mechanic or Anti-Tank soldier. The first of these is all about repairing your own vehicles, while the latter deals with taking out enemy armor.

While the path you choose will allow for different types of roles on the Battlefield, you’re never stuck with your first choice for the rest of the round. Whenever you wish, you can simple reselect. Doing this will never set you back in your current level of progress, so if you’re currently at level three out of four, you will keep that level and have it applied even if you change kit and/or upgrade path from the customisation screen. Should you choose to leave a squad without entering a new squad, your current progress will be saved. So if you later in the same round join a new squad, you won’t have to start from scratch.

We have greatly increased the number of unique specialisations available in the game from Battlefield 3’s seven to over 25 in Battlefield 4. It’s a conscious design decision to allow for greater variety in any kit’s battlefield role.

Plan your career
Below is the full list of specialisations that will be available in Battlefield 4. Note that we are still in Alpha stage, so all names, designs, and fine-tuning are subject to change. This will give you an idea about the type and variety of specialisations in the game. Some of these are universal, some of them are tied to one of the specific playable soldier types – and most of them are new to Battlefield 4.

I still kind of wish Recon had the claymores since you can sneak within the enemy area and place them around the premises. Other than that I really don't care about the class system. I just want to play the game.

I still kind of wish Recon had the claymores since you can sneak within the enemy area and place them around the premises. Other than that I really don't care about the class system. I just want to play the game.

I still kind of wish Recon had the claymores since you can sneak within the enemy area and place them around the premises. Other than that I really don't care about the class system. I just want to play the game.

Two of these are global and usable for any kit – one of them focusing on Offense and one on Defense. Offense starts with SPRINT and goes through AMMO, MORE GRENADES, and REDUCED FALL. These give you quicker sprint speed, more available ammo magazines, one extra hand grenade, and allows you to fall from greater heights without taking any damage, respectively. This universal upgrade path is great for players who enjoy being at the front lines and leading the charge.

Meanwhile, the Defense path will net you ARMOUR, COVER, FLAK, and QUICK REGEN. These grant you increased protection from shots to the chest, a decreased rate of being suppressed, decreased damage from explosions, and a shorter time span before the out-of-combat health regeneration kicks in. If you are more defensive-minded, perhaps playing as Support from the sidelines, this can be an excellent choice.

facepalm.

why try at customization/perks when they fail so hard every time?

1) there was no incentive to go without scope/equipment/attachments. learn something from Treyarch.

2) perk system makes absolutely no sense, and it seems like it's pretty pointless in the new game too.

seriously, why are they trying? and quick regen? wow...really just get rid of all this stupid $#@!. the game would be so much better.

Two of these are global and usable for any kit – one of them focusing on Offense and one on Defense. Offense starts with SPRINT and goes through AMMO, MORE GRENADES, and REDUCED FALL. These give you quicker sprint speed, more available ammo magazines, one extra hand grenade, and allows you to fall from greater heights without taking any damage, respectively. This universal upgrade path is great for players who enjoy being at the front lines and leading the charge.

Meanwhile, the Defense path will net you ARMOUR, COVER, FLAK, and QUICK REGEN. These grant you increased protection from shots to the chest, a decreased rate of being suppressed, decreased damage from explosions, and a shorter time span before the out-of-combat health regeneration kicks in. If you are more defensive-minded, perhaps playing as Support from the sidelines, this can be an excellent choice.

facepalm.

why try at customization/perks when they fail so hard every time?

1) there was no incentive to go without scope/equipment/attachments. learn something from Treyarch.

2) perk system makes absolutely no sense, and it seems like it's pretty pointless in the new game too.

seriously, why are they trying? and quick regen? wow...really just get rid of all this stupid $#@!. the game would be so much better.

actually, when I play it on the PC I'm an excellent team player. I also place the spawn beacon inside the enemy base and if I can't then I place it right outside the enemy base usually where they won't notice it. That way my team can spawn. While that is happening, I'm usually around the area of bases picking them off, if we are playing capture the flag or Rush.

I also play it on hardcore because playing on normal the enemy is able to see exactly where the spawn beacon is, which I find to be completely dumb.

actually, when I play it on the PC I'm an excellent team player. I also place the spawn beacon inside the enemy base and if I can't then I place it right outside the enemy base usually where they won't notice it. That way my team can spawn. While that is happening, I'm usually around the area of bases picking them off, if we are playing capture the flag or Rush.

I also play it on hardcore because playing on normal the enemy is able to see exactly where the spawn beacon is, which I find to be completely dumb.

sometimes it's really really difficult to find a beacon. i have headphones and at times it can be a big nuisance. but i generally fix that by being a recon myself and using the MAV.

but yea i agree with you, more than not, putting down these beacons can mean a win from a lose. but it's annoying as crap and it shouldn't be in the game because it encourages spawn camping. actually i've seen things where you're getting shot from behind your spawn...what is that even called!

Posting Permissions

PlayStation Universe

Copyright 2006-2014 7578768 Canada Inc. All Right Reserved.

Reproduction in whole or in part in any form or medium without express written
permission of Abstract Holdings International Ltd. prohibited.Use of this site is governed
by our Terms of Use and Privacy Policy.